This study suggests the ways to promote the technology startups founded by professor, who differs from student or researcher in social status, risk-taking tendency, and motivation. Literatures were reviewed to understand the advantage of faculty's tech start-up, foreign cases, and related researches. In addition, key stakeholders were interviewed. The study shows that domestic faculty entrepreneurship is currently in infant stage while facing obstacles in institutional, financial and practical aspects. In order to promote faculty entrepreneurship, the study suggests that university and professor set up the benefit sharing structure in advance, that the public sector establishes a holding company or investment fund dedicated to support a faculty startup, that proactive effort be made to attract passive professors to the startup world, and that private companies join faculty startups in the process of concept proofing and product commercialization. The study is expected to provide government, university, and industry with practical implication in promoting faculty startup.
George Canguilhem(1904-1995) is one of the rare French philosophers of the 20th century to develop an approach that was shaped by a medical education. For him, medicine is considered as "a technique or an art at the junction of many different sciences, rather than a proper science." The thesis that medicine is a technique is presented not at a practical level, but on an axiological horizon which reflects the totality of humanity. This character of medicine became a motive that concretized Canguilhem's philosophical thinking. Medical knowledge is not an application of physiology, but is derived from clinical observations which are based on the personal experiences of each patient. If medicine were based on scientific knowledge and its practice the very application of this pure knowledge, the patient might be a passive object. However, the patient doesn't remain passive, but reacts to the menace of disease according to attitude that the patient developed over the course of his or her life. Canguilhem characterizes this point as 'normativity', the core of individual life, which eludes positivist medicine. Here appear the essential contents of his vitalism. Although they emphasized the activity of individual living being, other modern French vitalists didn't consider this dimension of norms. Since the normativity in Canguilhem concerns the subjectivity of the first person, it avoids a mechanical form of explanation. Thus Canguilhem's originality is found in his derivation of the essence of medicine from individuality, values and norms.
The various types of play structures and environments in which the playful motivation of YouTube users is effectively implemented are the main backgrounds of YouTube development and activation. This study discussed the types of play in YouTube space by dividing them into 'Agon', 'Alea', 'Mimicry', 'Ilinx' categories. And, it was found that the types of play that can be experienced in YouTube spaces are not divided into clear boundaries, but the elements of 'competition', 'luck', 'mimicry' and 'vertigo', which are essential characteritiscs of each category, are fused into various combinations. As such, this study is sufficiently academic in the fact that it is a humanistic approach to YouTube. In addition, it is a practical research result that can be actually used in the process of planning and producing user-centered similar platforms in the future.
In the midst of the progress of the 4th industrial revolution, the Corona19 Pandemic was forming giant double wave. Companies riding this wave can win, but companies that do not will fall into the wave and struggle. In connection with the 4th industrial revolution, various technologies are emerging and commercialized. At this point, consumers, especially digital natives, who have been with digital since birth, tried to find out what factors affect the intention to use these technologies and which factors have the most important influence. For this purpose, data were collected through a survey on factors affecting the intention to use FinTech technology and AR technology for 150 digital natives in their 20s. Based on this, statistical analysis was conducted and the following results were obtained. As a result of the overall analysis regardless of the type of technology, it was found that performance expectancy, effort expectancy, social influence, and habits have a positive (+) effect on digital natives' intention to use the 4th industrial technology. On the other hand, a significant influence relationship between the facilitating conditions, hedonic motivation and intention to use the 4th industrial technology was not tested. It was found that the influence was greatly influenced by social influence and habits. In the case of FinTech and AR, which were further subdivided into this study, different aspects were revealed as a result of separate analysis. In the case of FinTech technology that emphasizes utilitarian value, performance expectancy, effort expectancy, social influence, and habits had a positive (+) effect on intention to use. It was found that the influence was greatly influenced by habits and social influence. In the case of AR, which emphasizes the hedonic value, all the variables adopted in this study had a positive (+) effect on the intention to use the technology. It was found that hedonic motivation and social influence had a great influence. Combining the results of the analysis, social influence was found to be an important influence variable regardless of the type of 4th industrial technology. FinTech technologies such as mobile banking, where services are becoming more common, are habits, and in the case of AR, which has not yet been universalized and is provided mainly for entertainment, hedonic motivation was found to be an important factor. This study was able to present academic and practical implications based on the above confirmation of factors affecting digital natives' acceptance and use of the 4th industry technology.
The purpose of this study is to examine the effects of the teaching English factors on student's communicative competence and motivation by using animation at the College. To achieve this purpose, this study presented an effective integrative teaching model to develop students communicative competence. The study created animation based teaching English model by using the animation of Frozen and applied it to lectures. Using animation in the classroom was a creative English teaching technique involving authentic activities like English dram, English guide contest, and various communicative activities A case study on the use of the animation in English classes at was examined and the language teaching syllabus were provided. In order to investigate the motivation and proficiency of learners, the writer chose 79 students who took the lecture. The study discovered the students' motivation and proficiency in English improved significantly. The results of experiment are as follows: First, using animation in the English class was found to have meaningful influence student's intrinsic motivation to learn English. Second, using animation in the English class was found to be effective for developing student's English proficiency. Third, appropriate materials should be selected and applied it to the real classroom activities. In conclusion, one of disadvantages of learning is less communication and the authentic interaction in a real life, so that the integrative teaching methodology which is combined English content and English animation content is also the effective method to improve student's intrinsic motivations in the age of global village.
Journal of the Korea Academia-Industrial cooperation Society
/
v.17
no.6
/
pp.482-494
/
2016
This study examines the longitudinal trends regarding awareness of informatization, Information Technology (IT) use, and attitudes towards IT among older adults aged 60 or over. Surveys were conducted in 2004 and 2014 at senior welfare centers in Seoul, Korea. The trends between 2004 and 2014 showed that the rate of Internet use increased among older adults who lived alone, were aged 70 or over, had middle education level, had low income, or were unemployed. Older adults had positive attitudes towards IT, and users were more positive than non-users. The levels of IT use were low among users, and their reasons for IT use were for psychological, emotional, and practical purposes. For non-users of IT, their passive tendencies toward IT use and informatization were amplified. As such, the state of IT use and attitudes toward it among older adults in Seoul were longitudinally different, and the differences in awareness and ability between users and non-users tended to increase.
Journal of the Korea Academia-Industrial cooperation Society
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v.17
no.3
/
pp.352-363
/
2016
The study was an exploratory research on the awareness of informatization and attitudes to information technology (IT) and its use among elderly women in a metropolitan area. The questionnaire survey was conducted to collect data on IT use or non-use of elderly women aged 60 or older in senior welfare centers in Seoul, Korea. The data on 343 cases were analysed using SPSS 21.0. As a result, the rate of internet use was relatively high and different according to socio-demographic factors, such as age. The elderly women's attitudes like the levels of awareness and expectation of informatization were positive. Elderly women learned to use IT for psychological, emotional reasons as well as for practical ones, and the satisfaction level of IT use was relatively high. Finally, most IT non-users were indifferent and ignorant about IT use. In addition, the dissatisfaction level of IT non-use was normal, but elderly women had a relatively positive expectation of IT use in the future. This study may contribute to understanding the diverse pictures of IT use and the digital divide in old age, and assist in the development of practical programs and policies for the informatization and welfare for older adults.
This study considers the value of English-language films as material for learning a foreign tongue using posh discourse. In daily life, when we decline an invitation or convey unpleasant information to a listener, we use polite expressions; we are careful with our words. English language learners need to learn polite expressions in order to interact peacefully with others; doing so can minimize conflict, which is inherent in social relationships. This study uses the British drama Downton Abbey, which is about aristocracy. This study analyzes the posh discourse used in Downton Abbey and insists that students need to learn it explicitly. It is important to learn the polite expressions of this authentic drama in a real classroom. This study suggests that students work in groups to create a short video, and to try to understand the characters' personalities. Movies, TV dramas, and sitcoms provide great content that shows the various functions of the language that students want to learn. As a source of learning material, film can help improve students' motivation and interest in learning a foreign language.
This study is focused on five franchise snack bars to create an effective marketing strategy by analyzing the competitive relationships among them and by grasping selection properties that satisfy customers. Discriminant Analysis was utilized to suggest methodological frameworks, and the results show three factors (food quality, employees' service, and physical environment) were extracted that contains twenty five questions. A one-way analysis of variance (ANOVA) was carried out in order to verify if there were statistically meaningful differences in the Franchise snack bars, and post hoc comparisons were conducted using the Duncan method. In addition, Multidimensional Scaling (MDS) was used to measure brand similarity, selection attributes, and brand preferences. The results of the analysis show that Addal had the highest scores on average in all three factors (food quality, employees' service, and physical environment), Bong-Gus Babberger had two higher scored factors (employees' service and physical environment) than the average, and Gobongmin kimbab had also two higher scored factors (food quality and physical environment) than the average. Kimbab chunguk appeared to have lower scores than the average in all three factors (food quality, employees's service, and physical environment). The findings of this study provide a useful positioning map of competitiveness among five brands and offer practical marketing proposals.
Korean Students' Physical Fitness Test System, was improved from exercise-related fitness to health-related fitness, it manage the results on the web. This research is one of the practical trial using IT environment for health and fitness improvement, by developing web-based contents. In peer debriefing, 105 contents(health : 6 part 34 contents, exercise : 13 part 71 contents) was designed and realized through analyzing 7th curriculum and 11 domesticinternational contents. The output, have good points, could be used in the class on the web, could be carried out by students in anytime, anywhere. Especially, obese or low fitness children can carry out joyfully. And the contents could be improved on the web. This study is the 1st trial to develop web-based contents, enhancing students' to recognize the importance of health and exercise. If this trial was connected to middle, high school and military, could be contributed in Korean Men's health management. In the future, application study must be carried-out.
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